Author Topic: Dynamic pwk (?)  (Read 517 times)

Legacy_werelynx

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Dynamic pwk (?)
« on: September 01, 2014, 04:23:13 pm »


               

Is there a way to dynamically spawn and despawn pwks or anything that would allow walking over certain areas?


 


I had a thought that if it would be possbile to do so one could make a bridge that could be walked on and then under after passing a trigger that would shift pwk lower or spawn it under bridge and despawn it from above the bridge.


 


Just an idea.



               
               

               
            

Legacy_The Mad Poet

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Dynamic pwk (?)
« Reply #1 on: September 01, 2014, 09:49:22 pm »


               

Okay... this is probably going to be one of those 'Facepalm' moments for me... but what's a PWK?



               
               

               
            

Legacy_Rolo Kipp

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Dynamic pwk (?)
« Reply #2 on: September 01, 2014, 10:52:21 pm »


               

<donning armor...>


 


PWK = Placeable Walkmesh.


Specifically where you *can't* walk.


 


And no, you can't make PWKs walkable, sorry.


You have no idea how much we all want this :-P


 


It will surely be in the next version of the engine, though :-)


 


(Don't shoot the messenger)


 


<...and accepting the messenger job>



               
               

               
            

Legacy_MerricksDad

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Dynamic pwk (?)
« Reply #3 on: September 02, 2014, 01:55:46 am »


               

You might look into something like this: http://neverwinterva...-block-tile-wok


 


Change the placeable over the tile when you need to switch.


 


I can only suggest NOT actually trying to do this, because in a multiplayer setting, or any setting where you have monsters following you, or henchmen, or minions, or whatever, when you change the placeable, it can get kind weird.



               
               

               
            

Legacy_NWN_baba yaga

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Dynamic pwk (?)
« Reply #4 on: September 02, 2014, 09:18:34 am »


               

This was discussed many times and i gave up on this. But i have something done for my evergreen tree placeables back then. Spawning in a choped of version of the tree the lumberjack axed down. So you can have dynamic pwks yes, but not for a bridge i think. Z axes... 



               
               

               
            

Legacy_Proleric

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Dynamic pwk (?)
« Reply #5 on: September 02, 2014, 11:31:32 pm »


               Have a look at this:

http://social.biowar...m/project/8951/


The general concept is to put invisible walkmesh in a tile. When useable, display a suitable placeable over it. When not in use, block it with invisible walls, optionally displaying a broken / closed placeable over it. Placeable display methods include open / close / activate / deactivate, cutscene invisibility (working around the hard-bake bug), or good old spawn & destroy.


Animations are highly recommended, because the timing is so precise that you can synchronise other effects perfectly. For example, I have a chase at sea; the hostile ship pulls alongside the player's vessel, its crew becoming visible at the last moment (of course, they have been standing on the invisible tile all along).


If you don't want to mess with tiles, you can still do the above, as long as the walkway is on level ground. CEP placeable doors work that way, for example.


Dynamic placeables don't render at a distance, of course, but that's business-as-usual.
               
               

               
            

Legacy_Shadooow

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Dynamic pwk (?)
« Reply #6 on: September 03, 2014, 08:52:30 pm »


               


Have a look at this:

http://social.biowar...m/project/8951/




An Error Has Occurred

You do not have permission to view this project.


               
               

               
            

Legacy_Bhaal_MA

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Dynamic pwk (?)
« Reply #7 on: September 03, 2014, 09:39:06 pm »


               

There is already something like this in the game. There is a tileset named "barrows interior" (I apologize but my game is in Spanish so maybe the name is not exactly this one...) In this tileset there is group named "Final Area 7x7" with a transparent bridge, if you want to see it just activate the animation of the group. There are also some placeables that you can use to build the visible bridge.


 


In my module I use this group. Initially the placeables are not present and there are invisible walls that block the PC so you cannot cross to the center of the area. After activating a special object, the blocking walls are removed and the the bridge appears (in my case I use a path of lights instead of the special placeables).


               
               

               
            

Legacy_3RavensMore

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Dynamic pwk (?)
« Reply #8 on: September 03, 2014, 11:30:46 pm »


               


Have a look at this:

http://social.biowar...m/project/8951/

 




 


Now that is something I didn't ever expect to see in NWN!  That's pretty amazing.  Since I've not delved into pwks or animations yet, I'll just have to gaze at it and marvel...


               
               

               
            

Legacy_Proleric

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Dynamic pwk (?)
« Reply #9 on: September 04, 2014, 06:47:19 am »


               


 


An Error Has Occurred

You do not have permission to view this project.


 




 


You have to log in first. I find that my e-mail and password for this site still work there.


               
               

               
            

Legacy_Tarot Redhand

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Dynamic pwk (?)
« Reply #10 on: September 04, 2014, 11:14:11 am »


               

As I have, for security reasons (the adobe passwords fiasco), changed all my passwords in the last year I no longer have my password for that site. So looks like I'll have to go without.


 


TR



               
               

               
            

Legacy_Shadooow

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Dynamic pwk (?)
« Reply #11 on: September 04, 2014, 12:54:46 pm »


               

yea downloaded already looks amazing